Mod «Warhammer 40.000 - Cybernetics» for Rimworld (v1.4 - 1.5)

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Warhammer 40.000 - Cybernetics

This mod contains various cybernetics themed around 40k, some found in my dusty rulesbooks, others made up to complement them.
These cybernetics cannot be crafted, and can only be found through traders that trades bionics and quest rewards!
Once installed the implants cannot be removed again, except for cybernetics limbs and organs, which can be if another is used to replace it.

Requires: Warhammer 40.000 - Core


New Mechanic

The first implants to talk about are the Internal Resevoir and Mechadendrite Neural System.

  • Internal Resevoir: It acts as a internal battery inside your pawn, that is be recharged by siphoning power from nearby power nets passively, this can be turned on and off. This power can in turn be used actively or passively by other implants. There are 5 tiers, each tier after the first can be attained by installing another Internal Resevoir, upgrading the already installed (Just like Psylinks). This implant is essential for many of the other implants below

  • Mechadendrite Neural System: Is an implant required to be able to install mechadendrite on your pawn and does nothing else in itself.

 

New Bionic Set

There's also a new set of bionics, called Cybernetics, that are stronger than normal bionics but weaker than archotech bionics. However when used in tandem with an Internal Resevoir, they will passivly drain the battery and provide a buff that will make them slightly better than archotech.

Mechadendrites

Then there's the Mechadendrites, these will passively drain power to fully function. If there's no power to draw from, they lose any attack they might give and only give 1/4th of their bonus.
Currently included ones are:

  • Optical Mechadendrite: Increases sight and accuracy

  • Manipulator Mechadendrite: Increases general labor and construction speed, gives extra carry capacity and gives an decent attack.

  • Medicae/TortureMechadendrite: Increases all things medical and gives a couple weak attack. If ideology is installed they also provide slave suppression and conversion buff.

  • Utility Mechadendrite: Increases general labor, smelting and construction speed, gives extra carry capacity, gives a rather weak attack and the ability to spawn firefoam and smoke every couple days.

  • Dendrite Blades: Gives a couple of fast, weak hitting attacks.

  • Servo-arm: Increases construction speed, gives extra carry capacity and gives a slow, very hard hitting, attack

 

Implants Actively Using Power

Then there's a couple af activatably implants that uses power actively, costing a larger chunck of power upfront, these include:

  • Ferric Lure: It lets you transfer and unattended item into your pawns inventory (equipping it if its a weapon)

  • Maglev Coils: It lets you hover above ground, ignoring terrain slowdowns for the duration of it.

 

Other Implants

The rest of the implants will be described in a few words here:

  • Mechanicus Assimilation: Increases overall defense, and decreases sleep and food needs slightly (also food poison chance) and increases consciousness. This passively drains a good amount of power, when unpowered it will still provide the defense but none of the other buffs and will slow you down.

  • Black Blood: Increases healing, with the ability to increase healing and reduce blood loss for a short period, however that will disable the normal Black Blood healing completely for a while after.

  • Embedded Auspex: Increases Hearing and Sight

  • Interface Port: Passively uses power to increase research a bit and hacking massively (If Ideology is installed)

  • Respiration Implant: Increases breathing by a small amount and give immunity to toxic gas.

  • Synthmuscle: Increases carrying capacity, melee damage and defence slightly.

  • Undead Heart: Increases defense and healing, and works as an above archotech tier heart.
  • Psychic Hood: Increases Psychic Sensitivity and Recovery Speed

File info

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